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Gaming the Game
12 references·4 citing·45 second hop
Gaming the Game (2011)Gaming the GameBeyond Edutainment: Exploring the Educational Potential of Computer Games (2011)Beyond Edutainment: Exploring…The Long History of Gaming in Military Training (2009)The Long History of Gaming in…Games, simulations, and visual metaphors in education: antagonism between enjoyment and learning (2008)Games, simulations, and visua…Acting, Knowing, Learning, Simulating, Gaming (2008)Acting, Knowing, Learning, Si…Unpacking the potential of educational gaming: A new tool for gaming research (2007)Unpacking the potential of ed…Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay. (2006)Learning to Play or Playing t…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…Classification of learning outcomes: evidence from the computer games literature (2005)Classification of learning ou…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Interaction Analysis: Foundations and Practice (1995)Interaction Analysis: Foundat…The Grasshopper: Games, Life and Utopia (1978)The Grasshopper: Games, Life …Effects of scripting on dialogues, motivation and learning outcomes in serious games (2019)Effects of scripting on dialo…Goal-Setting in Educational Video Games (2016)Goal-Setting in Educational V…Gamification for productive interaction: Reading and working with the gamification debate in education (2013)Gamification for productive i…The Coaching Cycle (2012)The Coaching CycleCognitive Load During Problem Solving: Effects on Learning (1988)The Uses of Argument (2003)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)A meta-analytic review of the role of instructional support in game-based learning (2012)Game-Based Learning in Science Education: A Review of Relevant Research (2013)Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)Thought and language (1962)Handbook of Qualitative Research (1994)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Enjoyment and learning: Policy and secondary school learners’ experience in England (2010)Evidence for effective uses of dynamic visualisations in science curriculum materials (2014)The Comparison of Solitary and Collaborative Modes of Game-Based Learning on Students' Science Learning and Motivation. (2015)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Analysis of a Global Online Debate and the Development of an Interaction Analysis Model for Examining Social Construction of Knowledge in Computer Conferencing (1997)Quantifying Qualitative Analyses of Verbal Data: A Practical Guide (1997)Learning to Notice: Scaffolding New Teachers’ Interpretations of Classroom Interactions (2002)The Interpretation of Cultures (2017)Would-be worlds: How simulation is changing the frontiers of science (1996)Digital Illusion: Entertaining the Future with High Technology (1997)The Gaming of Policy and the Politics of Gaming: A Review (2009)A Brief History of Serious Games (2016)Serious games on environmental management (2016)Experiential Learning : Experience as the Source of Learning and Development (1983)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Improving early reading comprehension using embodied CAI (2009)Review of Research on Computer Games (2011)Simulating REAL LIVES (2012)Toward a Theory of Intrinsically Motivating Instruction* (1981)Flow: the psychology of optimal experience (1990)Games, Motivation, and Learning: A Research and Practice Model (2002)Relationships Between Game Attributes and Learning Outcomes (2008)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Toward an understanding of flow in video games (2008)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification of health professions education: a systematic review (2020)Beyond Play (2007)There is No Magic Circle (2009)Digital game‐based learning once removed: Teaching teachers (2007)Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (2011)A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game (2014)
this work references cited by second hop

References

  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1995Interaction Analysis: Foundations and Practice2,723 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 1978The Grasshopper: Games, Life and Utopia1,146 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 2005Classification of learning outcomes: evidence from the computer games literature447 cited
  • 2011Beyond Edutainment: Exploring the Educational Potential of Computer Games289 cited
  • 2009The Long History of Gaming in Military Training238 cited
  • 2007Unpacking the potential of educational gaming: A new tool for gaming research127 cited
  • 2008Games, simulations, and visual metaphors in education: antagonism between enjoyment and learning123 cited
  • 2006Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay.112 cited
  • 2008Acting, Knowing, Learning, Simulating, Gaming96 cited

Cited by

  • 2016Goal-Setting in Educational Video Games51 cited
  • 2012The Coaching Cycle46 cited
  • 2013Gamification for productive interaction: Reading and working with the gamification debate in education

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44 cited
  • 2019Effects of scripting on dialogues, motivation and learning outcomes in serious games38 cited